d20 Mongoose Publishing Classic Play - Book of Strongholds & Dynasties.pdf

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Classic Play
Strongholds & Dynasties
Adrian Bott
Contents
Introduction 2
Strongholds: An Overview 3
Before Construction Begins 18
Basic Buildings in Earth and Wood 30
Intermediate Buildings 43
Fortifications 66
Extraordinary Strongholds 76
Additional Stronghold Features 83
Offensive and Defensive Features 108
Underground Strongholds 120
Powered Strongholds 125
The Mechanics of Government 129
Resources and Goods 135
The Power Structure 153
The Art of Governing 174
The Seedtime and the Harvest 211
Trade and Taxation 215
Warfare 221
The Open Mass Combat System (v2) 228
Designer’s Notes
Credits
Editor
Richard Neale
Developer
Paul Tucker
Cover Art
Ralph Horsley
Interior Illustrations
Reynaldo Batista, Eric Bergeron, Anthea Dilly,
David Esbiri, Marcio Fiorito, Reynato Guedes, Drew
Langstrom, Eric Lofgren, Rich Longmore, David
Molinas, Danilo Moreti, Rick Otey, Tony Parker,
Philip Renne, Stephen Shepherd, Anne Stokes,
Alejandro Villen and Nathan Webb
Production Manager
Alexander Fennell
Proof Reading
Ben Hesketh
247
Open Game Content & Copyright Information
Classic Play - Strongholds & Dynasties ©2003 Mongoose Publishing. All rights reserved. Reproduction of non-
Open Game Content of this work by any means without the written permission of the publisher is expressly
forbidden. Classic Play - Strongholds & Dynasties is presented under the Open Game and D20 Licences.
See page 256 for the text of these licences. All text paragraphs and tables containing game mechanics and
statistics derivative of Open Game Content and the System Reference Document are considered to be Open
Game Content. All other significant characters, names, places, items, art and text herein are copyrighted by
Mongoose Publishing. All rights reserved. If you have questions about the Open Game Content status of any
material herein, please contact Mongoose Publishing for clarification. ‘d20 System’ and the ‘d20 System’ logo
are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System Licence
version 3.0. A copy of this Licence can be found at www.wizards.com. The mention of or reference to any
company or product in these pages is not a challenge to the trademark or copyright concerned. Dungeons &
Dragons and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in the United States and other
countries and are used with permission. Printed in China.
Mongoose Publishing
Mongoose Publishing, PO Box 1018, Swindon, SN3 1DG, United Kingdom
info@mongoosepublishing.com
Visit the Mongoose Publishing website at www.mongoosepublishing.com for additional rules and news
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INTRODUCTION
Introduction
of transmitted force can do much of the same work for
you?
T his is not just another book about castles. All
Most exciting of all, in the second part of this book
we unveil the Open Governmental System. This set
of game mechanics allows player characters to set
themselves up as kings, princes, potentates, dictators,
generals, theocrats and governors. Once you have made
your fortune as an adventurer, you can now try your
hand as a monarch or as a politician. Learn to wield
new kinds of power as your various ministers offer
you their services; face new kinds of challenge as the
people demand satisfaction, or hungry empires eye your
land jealously, craving it for themselves. Be a despot,
governing with force, a plutocrat using your wealth to
buy your way to power or a High King uniting the tribal
warlords of a battle-ravaged country with nothing but
your powers of leadership.
too often, the word ‘stronghold’ means only one
thing, namely the typical stone keep on top of a
hill, complete with crenellations and arrow slits in its
walls. It is an enduring image from fantasy literature
and cinema, from Excalibur to Monty Python. As such,
it is not often explored in depth. Thought is rarely
given to what the stronghold is for, how it achieves its
intended purpose or how it could be improved.
Here, we intend to change all that. We are looking
not just at the stronghold but at the whole process of
building, quite literally from the ground up. You will
be able to choose the level of detail that suits you,
depending on how immersive you want your game to
be. Either supervise the laying of every flagstone and
the siting of every spiral staircase or have a package deal
stronghold assembled for you and simply pay the bill.
Finally, we close with the Open Mass Combat System
version II, an expanded and updated version of the
original. After all, we could not give you rules for
building strongholds without some rules to help you
smash them down again!
Here you will find not only the castles of lore, but
dozens of other strongholds and other buildings, enough
to build all the major features of a city. Everything
from the humblest farmhouse to the mightiest palace is
covered between these covers.
Classic Play
The Book of Strongholds and Dynasties is the first in the
new ‘Classic Play’ series from Mongoose Publishing,
which will all cover one field of central importance to
any d20 game in unprecedented depth and detail. With
this series, we intend to produce the definitive works on
subjects relevant to any Games Master.
The materials you use are detailed, as well as the places
they come from and the way in which you establish your
supply. Harvest the resources yourself or have them
delivered to you by professional builders’ guilds. Build
anything from a log cabin of wood to a towering fortress
in crystal; turn an ordinary manor house into
a fortified tower or set up your home in the
skull of a dead god. If tastes err towards
the more mundane a base of operations
high in the boughs of a tree or located deep
underground in some cavernous sanctuary
can also serve as the true heart of your power.
Once your stronghold is built, there are a
multitude of fantastic features that you can
add on to it. From the basics of low fantasy
such as stained glass windows and simple
secret compartments to the lofty magic of
trundling juggernauts, levitating platforms
and magical cannons.
The truly adventurous can even create
power sources within their strongholds.
Expand your trap building, feature planning
and gadgeteering horizons by giving your
stronghold a lightning-powered engine,
a central treadmill powered by untiring
golems or even an old fashioned coal-fired
boiler. Why rely on magic, when the power
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STRONGHOLDS: AN OVERVIEW
Strongholds:
An Overview
is really only the logical extension of the clan
chieftain and the palatial fortress in which he lives
is the equivalent of the long house, only wrought
in stone rather than in timbers. Royal castles will
always be found in the capital city of any kingdom
that has a monarchical government, as the castle
marks the seat of power within that kingdom.
Palaces, being the official residences of the ruler or
rulers, are often nothing more than castles that have
been built to a very high budget and which have
a great many fancy adornments. Some kingdoms
have palaces that are intended more for show than
defensibility, with a castle to retreat to should this
prove necessary.
T he simplest conception of a stronghold is
a fortification or similar structure enabling
you to keep a strong hold upon the land. A
similar concept is the ‘power base’. Whenever a
given point needs to be fortified, whether to maintain
a border, house provisions or offer a place of retreat,
a stronghold can be built there. Even an ordinary
house is a stronghold of sorts, a place to keep a
family’s possessions secure and offer shelter to
family members. A stronghold can be as simple as
a walled hill or as elaborate as a mountain fortress
honeycombed with chambers.
The primary purpose of a royal castle is to defend
the king and his household. A monarch who does
not have a proper castle or fortress from which he
can govern his kingdom is leaving himself open to
assault. The stronghold at the kingdom’s heart is
often a national symbol, as it is the place from which
the protection of the whole land is supervised. It
can house the most part of the kingdom’s treasury, in
the form of tax revenue and other bullion, as well as
the heirlooms and artefacts owned by the royal line.
It also serves to protect the future of a given royal
family, as the enemies of a given crowned head are as
likely to go after the young heirs as they are to seek
to topple the ruler himself.
In this book, we will be showing you how to build
all of them, as well as giving guidance regarding the
use of strongholds. Nobody builds a castle just to sit
in it and admire the scenery. Strongholds are seats
of power, places from which one can rule the land
below. Governing is an art in itself; one to which we
will be devoting many pages in the chapters to come.
Who Needs a
Stronghold?
Strongholds are almost always built with a firm
purpose in mind, though sometimes there will arise a
maniac mage or an eccentric tycoon who will build a
crazy structure on a whim. In general, though, there
are as many motives for establishing a stronghold
as there are types of power and people to wield
them. Whenever authority needs the support of a
firm foundation and good thick walls, a stronghold is
called for.
Royal castles are often spectacularly grand, with the
wealth of the kingdom expended lavishly to give
visiting ambassadors the impression that the host
nation is prosperous. For all their gold and velvet
they are still fortified emplacements and although
they may be comfortable and splendid to the eye, no
royal castle worth the name is without an armoury
and proper siege defences.
As they have often been the seat of power for many
generations, whether the power has stayed within the
same family or not, royal castles are often ancient and
sprawling. They also are likely to have been built on
to several times over. The likeliest scenario is that the
castle began as a simple fort in a highly defensible
position, growing to become a permanent defensive
emplacement large enough to accommodate a family
and all its retainers. Sieges and natural disasters
in the past will have destroyed towers, walls and
sometimes whole wings, necessitating rebuilding on
a grand scale. The fashions and requirements of the
times will also influence what is built on to a castle.
It might, for example, be the height of fashion to
have a ballroom with glass walls, a games room or a
The key to understanding strongholds is to think
in terms of power. Those who already have some
measure of power and want to hang on to it or who
want more build strongholds to protect their stake.
The following are some instances of individuals who
could commission the building of a stronghold or
seek to acquire one through other means.
Kings, Queens and
Emperors
One cannot think of castles without thinking of
crowned heads. Huge castles and monarchical
government go naturally together, since the monarch
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STRONGHOLDS: AN OVERVIEW
royal conservatory; the fad being past, the rooms will
probably be used for something else.
With stewardship of the land comes many dangers,
from revolting peasants to raiding barbarians or even
tribes of militaristic humanoids attempting to ruin
the place. For all of these reasons, a noble is well
advised to invest in a stronghold, if the king has not
already given him one along with the land he handed
out.
There may be several royal castles in a given
kingdom. Common practice is for the ruling family
to keep one summer castle and one winter, moving
from one to the other in the appropriate season.
Other, smaller castles may be used to house family
members, shelter the children of an extended royal
family or provide hospitality. It is not uncommon
for the more wealthy royal families to have small
strongholds in well-defended wooded land so that
the royals can go hunting without fear of ambush or
assassination.
There is another, more sinister reason why nobles
build strongholds, sometimes constructing private
power bases of their own in addition to that which the
king has given them. Feuds between noble houses
are very common and sometimes the intercession of a
mediator (such as the king or one of his counsellors)
is not enough to prevent major hostilities from
breaking out. Civil wars are also a gloomy reality of
life under the feudal system. It only takes one landed
noble to assemble a crew of cronies with enough
money to spare and pretty soon a privately owned
army can be hammering at the door, demanding
service to the cause or suffer the consequences.
Individual members of a royal family may also have
strongholds of their own, sometimes considered their
‘official residence’ whether they actually live there
or not. These are not necessarily as grand or fine as
the central castle. Problematic princes are sometimes
saddled with decaying piles out in the wilderness
marking now-obsolete national boundaries, in order
to get them out of the way. As for problematic
princesses, they are as likely to be locked up inside a
small castle as they are to be given charge of one.
Without a stronghold, any claim to the land is
tenuous. Land is always won by some kind of force
and by force it must be kept. The enemies faced by a
land-owning noble are legion. Large families can be
a bane as well as a boon, as alienated sons or spiteful
daughters may gather support from foreign forces or
even from the local peasantry and try to wrest control
of the land.
Royal castles are often large enough to encompass
a miniature town in themselves. Some are part of a
larger defensive arrangement in which the outer walls
of the castle encompass the whole city. At times
of war, or in the case of a major breach, the city’s
populace will retreat behind the castle’s walls.
As the family’s fortunes rise and fall, the
maintenance of the castle will mirror their path in the
world. A prosperous family whose land is yielding
rich resources and who sit high in the favours of
royalty will enjoy a clean and well-heated castle with
a well stocked wine cellar, whereas those who have
fallen from grace or have had a run of bad luck are
more likely to be found sitting in dismal, crumbling
piles of masonry. Some families living under these
circumstances will barricade off whole parts of the
castle that they cannot afford to maintain or which
have become unsafe and live in only one suite of
rooms.
Heads of Noble Houses
The royal family of a given nation is only one noble
line among many. It may happen that other noble
houses have, in their time, been wealthy enough to
rival the ruling dynasty; indeed, rival claims upon the
throne are more likely to originate from other nobles
than from anywhere else.
Nobles are often in charge of land as a local fiefdom.
(Those who own land are referred to as the ‘landed
gentry’ to distinguish them from their peers who have
only titles and honour to adorn their noble name.) It
is standard practice in the feudal system for the ruler
to allocate land to his various loyal nobles, so that
they may govern it in his name and profit from it.
This is not the act of generosity that it might appear,
for a noble who governs in a ruler’s name is expected
to keep the local peasants from rising in rebellion
and force them to work hard in order to generate rent
money and tax revenue, which may then be passed on
to the king.
Some noble castles keep a small military force
for security within the castle itself and to ensure
the tenants on their land do not become unruly.
Bodyguards hired to protect vulnerable members of
the household are also common. These will often
be trusted retainers who have been with the family
for generations, living within the castle itself and
knowing every inch of it.
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